1/* 2 * Copyright (C) 2013 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except 5 * in compliance with the License. You may obtain a copy of the License at 6 * 7 * http://www.apache.org/licenses/LICENSE-2.0 8 * 9 * Unless required by applicable law or agreed to in writing, software distributed under the License 10 * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express 11 * or implied. See the License for the specific language governing permissions and limitations under 12 * the License. 13 */ 14precision mediump float; 15uniform vec3 u_LightPos; 16uniform sampler2D u_Texture1; 17uniform sampler2D u_Texture2; 18uniform int u_Time; 19varying vec3 v_Position; 20varying vec2 v_TexCoordinate; 21void main() { 22 float weight = abs(mod(float(u_Time), 101.0) - 50.0) / 50.0;// loop between 0.0 and 1.0 23 float offset = abs(float(u_Time) / 1000.0); 24 // Get normal from bump map. 25 vec3 map1 = texture2D(u_Texture1, v_TexCoordinate + offset).xyz * 2.0 - 1.0; 26 vec3 map2 = texture2D(u_Texture2, v_TexCoordinate + offset).xyz * 2.0 - 1.0; 27 vec3 normal = normalize((map1 * weight) + (map2 * (1.0 - weight))); 28 // Get a lighting direction vector from the light to the vertex. 29 vec3 lightVector = normalize(u_LightPos - v_Position); 30 // Calculate the dot product of the light vector and vertex normal. 31 float diffuse = max(dot(lightVector, normal), 0.0); 32 // Add ambient lighting 33 diffuse = diffuse + 0.025; 34 // Use the diffuse illumination to get final output color. 35 gl_FragColor = vec4(1.0 - diffuse, 1.0 - diffuse, 1.0, 1.0 - (diffuse * 0.9));// Semi transparent blue. 36}